Forráskód Böngészése

PNEUMA, BASILICA and SAFETYWALL no longer protect you from such negative status changes as COMA, STUN, FREEZE and etc. (bugreport:1346)

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@13767 54d463be-8e91-2dee-dedb-b68131a5f0ec
Inkfish 16 éve
szülő
commit
e4ed05e3f0
5 módosított fájl, 119 hozzáadás és 88 törlés
  1. 1 0
      Changelog-Trunk.txt
  2. 42 18
      src/map/battle.c
  3. 1 0
      src/map/battle.h
  4. 2 3
      src/map/clif.c
  5. 73 67
      src/map/skill.c

+ 1 - 0
Changelog-Trunk.txt

@@ -4,6 +4,7 @@ AS OF SVN REV. 5091, WE ARE NOW USING TRUNK.  ALL UNTESTED BUGFIXES/FEATURES GO
 IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
 09/05/13
 	* Fixed combo wait was not canceled when TK's Kick skill was successfully used. (bugreport:1345) [Inkfish]
+	* PNEUMA, BASILICA and SAFETYWALL no longer protect you from such negative status changes as COMA, STUN, FREEZE and etc. (bugreport:1346) [Inkfish]
 09/05/12
 	* Fixed Aid Potion can heal the Emperium (bugreport:164) [Inkfish]
 09/05/11

+ 42 - 18
src/map/battle.c

@@ -165,12 +165,10 @@ int battle_delay_damage_sub(int tid, unsigned int tick, int id, intptr data)
 	{
 		map_freeblock_lock();
 		status_fix_damage(dat->src, target, dat->damage, dat->delay);
-		if (dat->damage > 0 && dat->attack_type)
-		{
-			if (!status_isdead(target))
-				skill_additional_effect(dat->src,target,dat->skill_id,dat->skill_lv,dat->attack_type,tick);
+		if( dat->attack_type && (dat->damage > 0 || dat->attack_type&0xf000) && !status_isdead(target) )
+			skill_additional_effect(dat->src,target,dat->skill_id,dat->skill_lv,dat->attack_type,tick);
+		if( dat->damage > 0 && dat->attack_type )
 			skill_counter_additional_effect(dat->src,target,dat->skill_id,dat->skill_lv,dat->attack_type,tick);
-		}
 		map_freeblock_unlock();
 	}
 	ers_free(delay_damage_ers, dat);
@@ -186,12 +184,10 @@ int battle_delay_damage (unsigned int tick, int amotion, struct block_list *src,
 	if (!battle_config.delay_battle_damage) {
 		map_freeblock_lock();
 		status_fix_damage(src, target, damage, ddelay);
-		if (damage > 0 && attack_type)
-		{
-			if (!status_isdead(target))
-				skill_additional_effect(src, target, skill_id, skill_lv, attack_type, gettick());
+		if( attack_type && (damage > 0 || attack_type&0xf000) && !status_isdead(target) )
+			skill_additional_effect(src, target, skill_id, skill_lv, attack_type, gettick());
+		if( damage > 0 && attack_type )
 			skill_counter_additional_effect(src, target, skill_id, skill_lv, attack_type, gettick());
-		}
 		map_freeblock_unlock();
 		return 0;
 	}
@@ -307,7 +303,7 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,int damage,i
 	{
 		//First, sc_*'s that reduce damage to 0.
 		if( sc->data[SC_BASILICA] && !(status_get_mode(src)&MD_BOSS) && skill_num != PA_PRESSURE )
-			return 0; // Basilica reduces damage to 0 except Pressure
+			return -1; // Trigger status effects.
 
 		if( sc->data[SC_SAFETYWALL] && (flag&(BF_SHORT|BF_MAGIC))==BF_SHORT )
 		{
@@ -315,13 +311,13 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,int damage,i
 			if (group) {
 				if (--group->val2<=0)
 					skill_delunitgroup(NULL,group);
-				return 0;
+				return -1; // Trigger status effects.
 			}
 			status_change_end(bl,SC_SAFETYWALL,-1);
 		}
 
 		if( sc->data[SC_PNEUMA] && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG )
-			return 0;
+			return -1; // Trigger status effects.
 
 		if( (sce=sc->data[SC_AUTOGUARD]) && flag&BF_WEAPON && !(skill_get_nk(skill_num)&NK_NO_CARDFIX_ATK) && rand()%100 < sce->val2 )
 		{
@@ -2134,25 +2130,43 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
 	if(!flag.lh && wd.damage2)
 		wd.damage2=0;
 
-	if(wd.damage + wd.damage2)
+	if( wd.damage + wd.damage2 )
 	{	//There is a total damage value
-		if(!wd.damage2) {
+		if(!wd.damage2)
+		{
 			wd.damage=battle_calc_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
+			if( wd.damage == -1 )
+			{
+				wd.flag |= 0xf000;
+				wd.damage = 0;
+			}
 			if( map_flag_gvg2(target->m) )
 				wd.damage=battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
 			else if( map[target->m].flag.battleground )
 				wd.damage=battle_calc_bg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
-		} else
-		if(!wd.damage) {
+		}
+		else if(!wd.damage)
+		{
 			wd.damage2=battle_calc_damage(src,target,wd.damage2,wd.div_,skill_num,skill_lv,wd.flag);
+			if( wd.damage2 == -1 )
+			{
+				wd.flag |= 0xf000;
+				wd.damage2 = 0;
+			}
 			if( map_flag_gvg2(target->m) )
 				wd.damage2=battle_calc_gvg_damage(src,target,wd.damage2,wd.div_,skill_num,skill_lv,wd.flag);
 			else if( map[target->m].flag.battleground )
 				wd.damage=battle_calc_bg_damage(src,target,wd.damage2,wd.div_,skill_num,skill_lv,wd.flag);
-		} else
+		}
+		else
 		{
 			int d1=wd.damage+wd.damage2,d2=wd.damage2;
 			wd.damage=battle_calc_damage(src,target,d1,wd.div_,skill_num,skill_lv,wd.flag);
+			if( wd.damage == -1 )
+			{
+				wd.flag |= 0xf000;
+				wd.damage = 0;
+			}
 			if( map_flag_gvg2(target->m) )
 				wd.damage=battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
 			else if( map[target->m].flag.battleground )
@@ -2555,6 +2569,11 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
 		ad.damage = ad.damage>0?1:-1;
 		
 	ad.damage=battle_calc_damage(src,target,ad.damage,ad.div_,skill_num,skill_lv,ad.flag);
+	if( ad.damage == -1 )
+	{
+		ad.flag |= 0xf000;
+		ad.damage = 0;
+	}
 	if( map_flag_gvg2(target->m) )
 		ad.damage=battle_calc_gvg_damage(src,target,ad.damage,ad.div_,skill_num,skill_lv,ad.flag);
 	else if( map[target->m].flag.battleground )
@@ -2784,6 +2803,11 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *
 		md.damage=battle_attr_fix(src, target, md.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
 
 	md.damage=battle_calc_damage(src,target,md.damage,md.div_,skill_num,skill_lv,md.flag);
+	if( md.damage == -1 )
+	{
+		md.flag |= 0xf000;
+		md.damage = 0;
+	}
 	if( map_flag_gvg2(target->m) )
 		md.damage=battle_calc_gvg_damage(src,target,md.damage,md.div_,skill_num,skill_lv,md.flag);
 	else if( map[target->m].flag.battleground )

+ 1 - 0
src/map/battle.h

@@ -56,6 +56,7 @@ enum {	// 
 	BF_WEAPONMASK=0x000f,
 	BF_RANGEMASK= 0x00f0,
 	BF_SKILLMASK= 0x0f00,
+	//0xf000 is used for marking if a zero damage is resulted from SafetyWall and the like. [Inkfish]
 };
 
 int battle_delay_damage (unsigned int tick, int amotion, struct block_list *src, struct block_list *target, int attack_type, int skill_id, int skill_lv, int damage, enum damage_lv dmg_lv, int ddelay);

+ 2 - 3
src/map/clif.c

@@ -8129,10 +8129,9 @@ void clif_parse_LoadEndAck(int fd,struct map_session_data *sd)
 
 	if( sd->state.changemap )
 	{// restore information that gets lost on map-change
-		if( (map_flag_gvg(sd->state.pmap) && battle_config.gvg_flee_penalty != 100) || (map[sd->state.pmap].flag.battleground && battle_config.bg_flee_penalty != 100) )
+		if( (battle_config.bg_flee_penalty != 100 || battle_config.gvg_flee_penalty != 100) &&
+			(map_flag_gvg(sd->state.pmap) || map_flag_gvg(sd->bl.m) || map[sd->state.pmap].flag.battleground || map[sd->bl.m].flag.battleground) )
 			status_calc_bl(&sd->bl, SCB_FLEE); //Refresh flee penalty
-		else if( (map_flag_gvg(sd->bl.m) && battle_config.gvg_flee_penalty != 100) || (map[sd->bl.m].flag.battleground && battle_config.bg_flee_penalty != 100) )
-			status_calc_bl(&sd->bl, SCB_FLEE);
 
 		if( night_flag && map[sd->bl.m].flag.nightenabled )
 		{	//Display night.

+ 73 - 67
src/map/skill.c

@@ -484,6 +484,74 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
 		//So if the target can't be inflicted with statuses, this is pointless.
 		return 0;
 
+	if( sd )
+	{ // These status will be applied anyway even if there is no actual damage. [Inkfish]
+		if( sd->special_state.bonus_coma && !skillid)
+		{
+			rate  = sd->weapon_coma_ele[tstatus->def_ele];
+			rate += sd->weapon_coma_race[tstatus->race];
+			rate += sd->weapon_coma_race[tstatus->mode&MD_BOSS?RC_BOSS:RC_NONBOSS];
+			if (rate)
+				status_change_start(bl, SC_COMA, rate, 0, 0, 0, 0, 0, 0);
+		}
+
+		if( skillid != WS_CARTTERMINATION && skillid != AM_DEMONSTRATION && skillid != CR_REFLECTSHIELD && skillid != MS_REFLECTSHIELD && skillid != ASC_BREAKER )
+		{ // Trigger status effects
+			enum sc_type type;
+			int i;
+			for( i = 0; i < ARRAYLENGTH(sd->addeff) && sd->addeff[i].flag; i++ )
+			{
+				rate = sd->addeff[i].rate;
+				if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
+					rate += sd->addeff[i].arrow_rate;
+				if( !rate ) continue;
+
+				if( (sd->addeff[i].flag&(ATF_WEAPON|ATF_SKILL)) != (ATF_WEAPON|ATF_SKILL) )
+				{ // Trigger has attack type consideration.
+					if( (sd->addeff[i].flag&ATF_WEAPON && !(attack_type&BF_WEAPON)) || (sd->addeff[i].flag&ATF_SKILL && !(attack_type&(BF_MAGIC|BF_MISC))) )
+						continue;
+				}
+
+				if( (sd->addeff[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT) )
+				{ // Trigger has range consideration.
+					if((sd->addeff[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
+						(sd->addeff[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
+						continue; //Range Failed.
+				}
+
+				type =  sd->addeff[i].id;
+				skill = skill_get_time2(status_sc2skill(type),7);
+
+				if (sd->addeff[i].flag&ATF_TARGET)
+					status_change_start(bl,type,rate,7,0,0,0,skill,0);
+
+				if (sd->addeff[i].flag&ATF_SELF)
+					status_change_start(src,type,rate,7,0,0,0,skill,0);
+			}
+		}
+
+		if( skillid )
+		{ // Trigger status effects on skills
+			enum sc_type type;
+			int i;
+			for( i = 0; i < ARRAYLENGTH(sd->addeff3) && sd->addeff3[i].skill; i++ )
+			{
+				if( skillid != sd->addeff3[i].skill || !sd->addeff3[i].rate )
+					continue;
+				type = sd->addeff3[i].id;
+				skill = skill_get_time2(status_sc2skill(type),7);
+
+				if( sd->addeff3[i].target&ATF_TARGET )
+					status_change_start(bl,type,sd->addeff3[i].rate,7,0,0,0,skill,0);
+				if( sd->addeff3[i].target&ATF_SELF )
+					status_change_start(src,type,sd->addeff3[i].rate,7,0,0,0,skill,0);
+			}
+		}
+	}
+
+	if( attack_type&0xf000 ) // no damage, return;
+		return 0;
+
 	switch(skillid)
 	{
 	case 0: // Normal attacks (no skill used)
@@ -529,14 +597,6 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
 						(2000 - 4*sstatus->agi - 2*sstatus->dex));
 				}
 			}
-
-			if (sd->special_state.bonus_coma) {
-				rate  = sd->weapon_coma_ele[tstatus->def_ele];
-				rate += sd->weapon_coma_race[tstatus->race];
-				rate += sd->weapon_coma_race[tstatus->mode&MD_BOSS?RC_BOSS:RC_NONBOSS];
-				if (rate)
-					status_change_start(bl, SC_COMA, rate, 0, 0, 0, 0, 0, 0);
-			}
 		}
 
 		if (sc) {
@@ -845,59 +905,6 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
 		break;
 	}
 
-	if( sd && skillid != WS_CARTTERMINATION && skillid != AM_DEMONSTRATION && skillid != CR_REFLECTSHIELD && skillid != MS_REFLECTSHIELD && skillid != ASC_BREAKER )
-	{ // Trigger status effects
-		enum sc_type type;
-		int i;
-		for( i = 0; i < ARRAYLENGTH(sd->addeff) && sd->addeff[i].flag; i++ )
-		{
-			rate = sd->addeff[i].rate;
-			if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
-				rate += sd->addeff[i].arrow_rate;
-			if( !rate ) continue;
-
-			if( (sd->addeff[i].flag&(ATF_WEAPON|ATF_SKILL)) != (ATF_WEAPON|ATF_SKILL) )
-			{ // Trigger has attack type consideration.
-				if( (sd->addeff[i].flag&ATF_WEAPON && !(attack_type&BF_WEAPON)) || (sd->addeff[i].flag&ATF_SKILL && !(attack_type&(BF_MAGIC|BF_MISC))) )
-					continue;
-			}
-
-			if( (sd->addeff[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT) )
-			{ // Trigger has range consideration.
-				if((sd->addeff[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
-					(sd->addeff[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
-					continue; //Range Failed.
-			}
-
-			type =  sd->addeff[i].id;
-			skill = skill_get_time2(status_sc2skill(type),7);
-
-			if (sd->addeff[i].flag&ATF_TARGET)
-				status_change_start(bl,type,rate,7,0,0,0,skill,0);
-
-			if (sd->addeff[i].flag&ATF_SELF)
-				status_change_start(src,type,rate,7,0,0,0,skill,0);
-		}
-	}
-
-	if( sd && skillid )
-	{ // Trigger status effects on skills
-		enum sc_type type;
-		int i;
-		for( i = 0; i < ARRAYLENGTH(sd->addeff3) && sd->addeff3[i].skill; i++ )
-		{
-			if( skillid != sd->addeff3[i].skill || !sd->addeff3[i].rate )
-				continue;
-			type = sd->addeff3[i].id;
-			skill = skill_get_time2(status_sc2skill(type),7);
-
-			if( sd->addeff3[i].target&ATF_TARGET )
-				status_change_start(bl,type,sd->addeff3[i].rate,7,0,0,0,skill,0);
-			if( sd->addeff3[i].target&ATF_SELF )
-				status_change_start(src,type,sd->addeff3[i].rate,7,0,0,0,skill,0);
-		}
-	}
-
 	if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
 	{	//Pass heritage to Master for status causing effects. [Skotlex]
 		sd = map_id2sd(md->master_id);
@@ -1778,14 +1785,13 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
 			ud->attackabletime = tick + type;
 	}
 
-	if (!dmg.amotion) {
+	if( !dmg.amotion )
+	{ //Instant damage
 		status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
-		if (damage > 0) {
-			if (!status_isdead(bl))
-				skill_additional_effect(src,bl,skillid,skilllv,attack_type,tick);
-			//Counter status effects [Skotlex]
+		if( (damage > 0 || attack_type&0xf000) && !status_isdead(bl) )
+			skill_additional_effect(src,bl,skillid,skilllv,attack_type,tick);
+		if( damage > 0 ) //Counter status effects [Skotlex]
 			skill_counter_additional_effect(dsrc,bl,skillid,skilllv,attack_type,tick);
-		}
 	}
 
 	//Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]